Sorry!
So one thing that I'm pretty stumped with when it comes to using zbrush in a pre-rendered environment. i.e not games. I still haven't gotten out of the habit of making my initial maya model pretty detailed. Perhaps it will change in time, but for right now Im using zbrush really just for high frequency detail. Wrinkles, skin pores etc. After the several subdivisions, I've no hope of getting that geometry back into maya and rendering, so I guess all I really need is a bump. The problem is, how the hell do export JUST a bump? A displacement isn't really what I want, since that applied as a bump looks very, very odd, because it has medium frequency detail in there too that is allready in my model and it just sort of exaggerates features. I get a better look painting a bump map in photoshop and therefore completely negating the need for zbrush. Does this make any sense? Do I need to post pics?
Replies
SIGN ON MSN YOU WANKER!
I'd say you should watch this tut by Arsh.
Arsh: New tutorial! Zbrush & Max
While this tut references Max stuff, I think its applicable for Maya as well.
It basically details the process of exporting your low_rez cage from Zbrush (you may have made proportion changes, so this remains necessary) along with a normal map for high frequency details.
I'm assuming you can apply a Normal Map as your bump in Maya, and still sub-divide your mesh for rendering.
This tut in fact, is EXACTLY what I'm after: http://206.145.80.239/zbc/showthread.php?t=3204
I have a high res Maya model, and I'm really looking for a solution for Zbrush just handling my high frequency detail, and nothing more ( for now ) .I want a way to ISOLATE the bump out. I can't see how normal and displacement could do that. They have everything in there which I don't want. The only problem is that the tut is actually really hard to follow for a new zbrush user ( unless I'm just stupid ) and I totally cant get it to work. Oh well, I'll wrap my head around it some more.
Out now but will do tomorrow Poop!
If you look at the last post there at that guys images, his top is his displacement. I don't need that, since my maya model is very high resolution. His bottom is his bump without the displacement interfering: http://206.145.80.239/zbc/showthread.php?t=3204&page=2&pp=15
that's exactly what Im after.
"Displacement Exporter contains many innovative features such as the ability to convert a displacement map into a normal map. From this plug-in you can export 8 bit, 16 bit, or 32 bit RGB or grey-scale maps. You have full control over each channel, can flip your map as well as have access to the innovative 8dot8 file export."
http://206.145.80.239/zbc/showthread.php?p=230996#post230996